Fixed this for later version, leashed units can't board ships. Pretty funny situation though, not gonna lie; thanks for report.
Will likely also make it so that cargo units have a chance of spitting out and damaging their contents when they die, provided the unit they're carrying is valid for...
This should help you:
https://fallfromheaven.fandom.com/wiki/ModMods#Automatic_launch_of_a_MOD
Right-clicking the launcher and running as admin may also work.
If you use SVN it should only download the difference rather than all files. It's probable that if you try doing the initial svn download to an existing installation, the same thing will occur, but haven't checked that.
Sorry Joseph, I haven't been involved with C2C development for a while. I did bump your request on discord though, hopefully they'll bump the svn version soon for you.
Maybe a silly question, but have you tried deleting your Ashes of Erebus mod folder and then downloading a fresh copy?
If that fails, then it's likely something has prevented access to one of the svn file paths somehow; an antivirus program, perhaps?
You could dynamically set xrange in your loop based on the culture level of the city. That way it will only search thru the first loop if the city is just placed, and 21 otherwise.
Hmm, there probably is a function... somewhere... to see "can a citizen from this city be assigned to this tile"...
Had a similar thought, but could be onborderexpansion also triggers when city is settled (0-> first tier? Don't know), as well as an edge case for fort claiming tiles, if such a system exists in this mod.
My guess is that, given placeWonderBuilding does work on initial placement, onCultureExpansion is being triggered before the plot owner is updated for the case of border expansion. You can probably test this by putting the feature in range of two cities' 2nd expansion. If I'm right, the first...
Ah, this is a more interesting issue than what was obvious in the first post.
Re: path yes that's my bad, I'm now used to FfH which can have funky path issues.
From the snippet here I'm actually not seeing where it's supposed to be pulling the artdef for the movie; I assume the button call is...
I mean, if the art info for FEATURE_PLATY_KILIMANJARO is linked to e.g. /oldmod/assets/art , and you copy that path exactly, well that ain't gonna work on newmod right?
Post here the xml entry for the feature and its art path, and the xml entry for the art def itself; that's what the game...
Well, it's clearly saying there's a missing link to that feature, most likely a typo or a mod-dependent path in the xml art loadfile. Search through all files in your directory for the that text, and see what it's pointing to, then follow that file path and see what's there, or adjust it to...
Thank y'all for the help!
A good idea and something I'll keep in mind for the future, but wasn't the issue here. The full path of the current code was actually two separate calls to the python from CvPlot, with the 'add landmark' second call also doing things after that on the plot that did...
Something of a long shot, but hoping someone may have random insight.
I've a situation where a python event should change the Landmark on a tile, effectively doing:
CyEngine().removeLandmark(pPlot)
CyEngine().addLandmark(pPlot,szLandmarkText)
Unfortunately, it seems as if the second call fails...
This is your issue in part; the folder MUST be Ashes of Erebus exactly; though you said you changed it in the first post, I'm not seeing it here. Your system language being outside of supported... probably shouldn't be an issue, but I'm not sure.
If you have the technical familiarity, you could...
Send a screenshot of your install directory? There's a few things to try, like making sure your BTS is up to date.
If you use discord, check out the link in my sig for an active server that can help you pretty fast, and has a step-by-step guide for setup.
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